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DanhengServer-OpenSource/Common/Internationalization/Message/LanguageCHS.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace EggLink.DanhengServer.Internationalization.Message
{
#region Root
public class LanguageCHS
{
public GameTextCHS Game { get; } = new();
public ServerTextCHS Server { get; } = new();
public WordTextCHS Word { get; } = new(); // a placeholder for the actual word text
}
#endregion
#region Layer 1
/// <summary>
/// path: Game
/// </summary>
public class GameTextCHS
{
public CommandTextCHS Command { get; } = new();
}
/// <summary>
/// path: Server
/// </summary>
public class ServerTextCHS
{
public WebTextCHS Web { get; } = new();
public ServerInfoTextCHS ServerInfo { get; } = new();
}
/// <summary>
/// path: Word
/// </summary>
public class WordTextCHS
{
public string Rank { get; } = "星魂";
public string Avatar { get; } = "角色";
public string Material { get; } = "材料";
public string Relic { get; } = "遗器";
public string Equipment { get; } = "光锥";
public string Talent { get; } = "行迹";
public string Banner { get; } = "卡池";
public string Activity { get; } = "活动";
public string Buff { get; } = "祝福";
public string Miracle { get; } = "奇物";
public string Unlock { get; } = "奢侈品";
// server info
public string Config { get; } = "配置文件";
public string Language { get; } = "语言";
public string Log { get; } = "日志";
public string GameData { get; } = "游戏数据";
public string Database { get; } = "数据库";
public string Command { get; } = "命令";
public string WebServer { get; } = "Web服务器";
public string Plugin { get; } = "插件";
public string Handler { get; } = "包处理器";
public string Dispatch { get; } = "全局分发";
public string Game { get; } = "游戏";
public string Handbook { get; } = "手册";
public string NotFound { get; } = "未找到";
public string Error { get; } = "错误";
public string FloorInfo { get; } = "区域文件";
public string FloorGroupInfo { get; } = "区域组文件";
public string FloorMissingResult { get; } = "传送与世界生成";
public string FloorGroupMissingResult { get; } = "传送、怪物战斗与世界生成";
public string Mission { get; } = "任务";
public string MissionInfo { get; } = "任务文件";
public string MazeSkill { get; } = "角色秘技";
public string MazeSkillInfo { get; } = "角色秘技文件";
public string Dialogue { get; } = "模拟宇宙事件";
public string DialogueInfo { get; } = "模拟宇宙事件文件";
public string Performance { get; } = "剧情操作";
public string PerformanceInfo { get; } = "剧情操作文件";
public string RogueChestMap { get; } = "模拟宇宙地图";
public string RogueChestMapInfo { get; } = "模拟宇宙地图文件";
public string ChessRogueRoom { get; } = "模拟宇宙DLC";
public string ChessRogueRoomInfo { get; } = "模拟宇宙DLC文件";
}
#endregion
#region Layer 2
#region GameText
/// <summary>
/// path: Game.Command
/// </summary>
public class CommandTextCHS
{
public NoticeTextCHS Notice { get; } = new();
public HeroTextCHS Hero { get; } = new();
public AvatarTextCHS Avatar { get; } = new();
public GiveTextCHS Give { get; } = new();
public GiveAllTextCHS GiveAll { get; } = new();
public LineupTextCHS Lineup { get; } = new();
public HelpTextCHS Help { get; } = new();
public KickTextCHS Kick { get; } = new();
public MissionTextCHS Mission { get; } = new();
public RelicTextCHS Relic { get; } = new();
public ReloadTextCHS Reload { get; } = new();
public RogueTextCHS Rogue { get; } = new();
public SceneTextCHS Scene { get; } = new();
public UnlockAllTextCHS UnlockAll { get; } = new();
public MailTextCHS Mail { get; } = new();
public RaidTextCHS Raid { get; } = new();
}
#endregion
#region ServerText
/// <summary>
/// path: Server.Web
/// </summary>
public class WebTextCHS
{
}
/// <summary>
/// path: Server.ServerInfo
/// </summary>
public class ServerInfoTextCHS
{
public string Shutdown { get; } = "关闭中…";
public string CancelKeyPressed { get; } = "已按下取消键 (Ctrl + C),服务器即将关闭…";
public string StartingServer { get; } = "正在启动 DanhengServer…";
public string LoadingItem { get; } = "正在加载 {0}…";
public string RegisterItem { get; } = "注册了 {0} 个 {1}。";
public string FailedToLoadItem { get; } = "加载 {0} 失败。";
public string FailedToInitializeItem { get; } = "初始化 {0} 失败。";
public string FailedToReadItem { get; } = "读取 {0} 失败,文件{1}";
public string GeneratedItem { get; } = "已生成 {0}。";
public string LoadedItem { get; } = "已加载 {0}。";
public string LoadedItems { get; } = "已加载 {0} 个 {1}。";
public string ServerRunning { get; } = "{0} 服务器正在监听 {1}";
public string ServerStarted { get; } = "启动完成!用时 {0}s击败了99%的用户,输入 help 来获取命令帮助"; // 玩梗,考虑英语版本将其本土化
public string MissionEnabled { get; } = "任务系统已启用此功能仍在开发中且可能不会按预期工作如果遇见任何bug请汇报给开发者。";
public string ConfigMissing { get; } = "{0} 缺失,请检查你的资源文件夹:{1}{2} 可能不能使用。";
public string UnloadedItems { get; } = "卸载了所有 {0}。";
public string SaveDatabase { get; } = "已保存数据库,用时 {0}s";
}
#endregion
#endregion
#region Layer 3
#region CommandText
/// <summary>
/// path: Game.Command.Notice
/// </summary>
public class NoticeTextCHS
{
public string PlayerNotFound { get; } = "未找到玩家!";
public string InvalidArguments { get; } = "无效的参数!";
public string NoPermission { get; } = "你没有权限这么做!";
public string CommandNotFound { get; } = "未找到命令! 输入 '/help' 来获取帮助";
public string TargetOffline { get; } = "目标 {0}({1}) 离线了!清除当前目标";
public string TargetFound { get; } = "找到目标 {0}({1}),下一次命令将默认对其执行";
public string TargetNotFound { get; } = "未找到目标 {0}!";
public string InternalError { get; } = "在处理命令时发生了内部错误!";
}
/// <summary>
/// path: Game.Command.Hero
/// </summary>
public class HeroTextCHS
{
public string Desc { get; } = "切换主角的性别/形态";
public string Usage { get; } = "/hero <gender [1/2 - 1为男性,2为女性]>/<type [8001/8003/8005 - 分别为 毁灭 存护 同谐]>";
public string GenderNotSpecified { get; } = "性别不存在!";
public string HeroTypeNotSpecified { get; } = "主角类型不存在!";
public string GenderChanged { get; } = "性别已更改!";
public string HeroTypeChanged { get; } = "主角类型已更改!";
}
/// <summary>
/// path: Game.Command.UnlockAll
/// </summary>
public class UnlockAllTextCHS
{
public string Desc { get; } = "解锁所有在类别内的对象";
public string Usage { get; } = "/unlockall <mission - mission为任务>";
public string AllMissionsUnlocked { get; } = "所有任务已解锁!";
}
/// <summary>
/// path: Game.Command.Avatar
/// </summary>
public class AvatarTextCHS
{
public string Desc { get; } = "设定玩家已有角色的属性";
public string Usage { get; } = "/avatar <talent [角色ID/-1] [行迹等级] - 设置行迹等级 角色ID为-1意为所有拥有角色>/<get [角色ID] - 获取角色>/<rank [角色ID/-1] [星魂]>/<level [角色ID/-1] [角色等级]>";
public string InvalidLevel { get; } = "无效 {0}等级";
public string AllAvatarsLevelSet { get; } = "已将全部角色 {0}等级设置为 {1}";
public string AvatarLevelSet { get; } = "已将 {0} 角色 {1}等级设置为 {2}";
public string AvatarNotFound { get; } = "角色不存在!";
public string AvatarGet { get; } = "获取到角色 {0}!";
public string AvatarFailedGet { get; } = "获取角色 {0} 失败!";
}
/// <summary>
/// path: Game.Command.Give
/// </summary>
public class GiveTextCHS
{
public string Desc { get; } = "给予玩家物品";
public string Usage { get; } = "/give <物品ID> l<等级> x<数量> r<叠影>";
public string ItemNotFound { get; } = "未找到物品!";
public string GiveItem { get; } = "给予 @{0} {1} 个物品 {2}";
}
/// <summary>
/// path: Game.Command.GiveAll
/// </summary>
public class GiveAllTextCHS
{
public string Desc { get; } = "给予玩家全部指定类型的物品";
public string Usage { get; } = "/giveall <avatar - 角色/equipment - 光锥/relic - 遗器/unlock - 气泡等奢侈品> r<叠影> l<等级> x<数量>";
public string GiveAllItems { get; } = "已给予所有 {0}, 各 {1} 个";
}
/// <summary>
/// path: Game.Command.Lineup
/// </summary>
public class LineupTextCHS
{
public string Desc { get; } = "管理玩家的队伍";
public string Usage { get; } = "/lineup <mp [秘技点数量 - 最高两个]>/<heal - 治愈>";
public string PlayerGainedMp { get; } = "玩家已获得 {0} 秘技点";
public string HealedAllAvatars { get; } = "成功治愈当前队伍中的所有角色";
}
/// <summary>
/// path: Game.Command.Help
/// </summary>
public class HelpTextCHS
{
public string Desc { get; } = "显示帮助信息";
public string Usage { get; } = "/help";
public string Commands { get; } = "命令:";
public string CommandUsage { get; } = "用法: ";
}
/// <summary>
/// path: Game.Command.Kick
/// </summary>
public class KickTextCHS
{
public string Desc { get; } = "踢出玩家";
public string Usage { get; } = "/kick";
public string PlayerKicked { get; } = "玩家 {0} 已被踢出!";
}
/// <summary>
/// path: Game.Command.Mission
/// </summary>
public class MissionTextCHS
{
public string Desc { get; } = "管理玩家的任务";
public string Usage { get; } = "/mission <unlockall - 完成所有任务>/<pass - 完成所有正在进行的任务>/<finish [副任务ID] - 完成指定任务>/<running - 获取正在进行的任务以及可能卡住的任务>/<reaccept [主任务ID] - 重新进行指定主任务>";
public string AllMissionsFinished { get; } = "所有任务已完成!";
public string AllRunningMissionsFinished { get; } = "共 {0} 个进行中的任务已完成!";
public string MissionFinished { get; } = "任务 {0} 已完成!";
public string InvalidMissionId { get; } = "无效的任务ID!";
public string NoRunningMissions { get; } = "没有正在进行的任务!";
public string RunningMissions { get; } = "正在进行的任务:";
public string PossibleStuckMissions { get; } = "可能卡住的任务:";
public string MainMission { get; } = "主任务";
public string MissionReAccepted { get; } = "重新接受任务 {0}!";
}
/// <summary>
/// path: Game.Command.Relic
/// </summary>
public class RelicTextCHS
{
public string Desc { get; } = "管理玩家的遗器";
public string Usage { get; } = "/relic <遗器ID> <主词条ID> <小词条ID1:小词条等级> <小词条ID2:小词条等级> <小词条ID3:小词条等级> <小词条ID4:小词条等级> l<等级> x<数量>";
public string RelicNotFound { get; } = "遗器不存在!";
public string InvalidMainAffixId { get; } = "主词条ID无效";
public string InvalidSubAffixId { get; } = "副词条ID无效";
public string RelicGiven { get; } = "给予玩家 @{0} {1} 个遗器 {2}, 主词条 {3}";
}
/// <summary>
/// path: Game.Command.Reload
/// </summary>
public class ReloadTextCHS
{
public string Desc { get; } = "重新加载指定的配置";
public string Usage { get; } = "/reload <配置名>(banner - 卡池, activity - 活动)";
public string ConfigReloaded { get; } = "配置 {0} 已重新加载!";
}
/// <summary>
/// path: Game.Command.Rogue
/// </summary>
public class RogueTextCHS
{
public string Desc { get; } = "管理玩家模拟宇宙中的数据";
public string Usage { get; } = "/rogue <money [宇宙碎片数量]>/<buff [祝福ID/-1 (-1 - 全部祝福)]>/<miracle [奇物ID]>/<enhance [祝福ID/-1]>/<unstuck - 脱离事件>";
public string PlayerGainedMoney { get; } = "玩家已获得 {0} 宇宙碎片";
public string PlayerGainedAllItems { get; } = "玩家已获得所有{0}";
public string PlayerGainedItem { get; } = "玩家已获得{0} {1}";
public string PlayerEnhancedBuff { get; } = "玩家已强化祝福 {0}";
public string PlayerEnhancedAllBuffs { get; } = "玩家已强化所有祝福";
public string PlayerUnstuck { get; } = "玩家已脱离事件";
public string NotFoundItem { get; } = "未找到 {0}!";
}
/// <summary>
/// path: Game.Command.Scene
/// </summary>
public class SceneTextCHS
{
public string Desc { get; } = "管理玩家场景";
public string Usage { get; } = "/scene <prop [组ID] [道具ID] [状态] - 设置道具状态>/<remove [实体ID] - 移除实体>/<unlockall - 解锁所有道具>/<change [场景entranceId] - 进入指定场景>/<reload - 重新进入场景>";
public string LoadedGroups { get; } = "已加载组: {0}";
public string PropStateChanged { get; } = "道具: {0} 的状态已设置为 {1}";
public string PropNotFound { get; } = "未找到道具!";
public string EntityRemoved { get; } = "实体 {0} 已被移除";
public string EntityNotFound { get; } = "未找到实体!";
public string AllPropsUnlocked { get; } = "所有道具已解锁!";
public string SceneChanged { get; } = "已进入场景 {0}";
public string SceneReloaded { get; } = "场景已重新加载!";
public string SceneReset { get; } = "已重置场景 {0} 中所有道具状态!";
}
/// <summary>
/// path: Game.Command.Mail
/// </summary>
public class MailTextCHS
{
public string Desc { get; } = "管理玩家的邮件";
public string Usage { get; } = "/mail <send [发送名称] [标题] [内容] [模板ID] [过期天数] - 发送邮件>/<send [发送者] [标题] [内容] [模板ID] [过期天数] [附件] - 发送带附件的邮件>";
public string MailSent { get; } = "邮件已发送!";
public string MailSentWithAttachment { get; } = "带附件的邮件已发送!";
}
/// <summary>
/// path: Game.Command.Raid
/// </summary>
public class RaidTextCHS
{
public string Desc { get; } = "管理玩家的任务临时场景";
public string Usage { get; } = "/raid <leave - 离开临时场景>";
public string Leaved { get; } = "已离开临时场景!";
}
#endregion
#endregion
}